Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal

University of Michigan via Coursera

Go to Course: https://www.coursera.org/learn/develop-augmented-virtual-mixed-extended-reality-applications-webxr-unity-unreal

Introduction

### Course Review: Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal **Platform**: Coursera **Specialization**: XR for Everybody **Course Type**: Technical Development In the evolving landscape of technology, the fields of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR) have emerged as frontrunners in the way we interact with digital environments. The course "Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal" offers an exciting opportunity for learners eager to delve into the technical aspects of these technologies. As the third course in the XR for Everybody specialization, it is designed for those who want to gain a solid technical foundation and hands-on experience in developing XR applications. #### Course Overview This course aims to equip learners with a comprehensive understanding of XR technologies, breaking down the development process for both VR and AR applications. From the outset, the course emphasizes a technical mental model that prepares students to navigate the intricate world of XR development confidently. #### Syllabus Breakdown 1. **XR Development Approaches** The course begins with an exploration of three primary XR development platforms: WebXR, Unity, and Unreal Engine. Each platform offers distinct advantages based on the type of experience being developed. For learners transitioning from 2D to 3D environments, this module is particularly valuable as it lays the groundwork for understanding the differences in design and interaction paradigms. The hands-on honors track allows you to create your first 3D scene, helping to solidify your grasp of 3D development basics. 2. **Developing VR Applications** Moving into VR application development, this module covers essential techniques in creating immersive experiences. The insight into navigation, menus, and object manipulation is complemented by practical examples drawn from case studies, such as a VR project inspired by the Detroit Zoo. Learners benefit from demonstrations and a structured approach to creating their own VR scenes, especially through the WebXR framework. 3. **Developing AR Applications** The focus shifts to AR with a detailed examination of both marker-based and marker-less approaches. This module delves into the nuances of designing for different types of AR experiences, whether they will be served on handheld devices or wearable tech. Leveraging a case study on Kepler’s Laws of Planetary Motion, the course enriches your understanding of practical AR development. Again, direct engagement with tools like A-Frame and Unity allows for hands-on experience. 4. **Special Topics in XR** The course culminates with an exploration of advanced topics in the XR sphere, including procedural generation, object recognition, and the significance of accessibility and personalization in XR experiences. This final module also provides a look into ongoing research within the XR field, reflecting on current trends and future implications. Peer reviews of projects in this segment foster a community of learners who can provide constructive feedback to one another. #### Review Overall, "Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal" is a thoughtfully structured course that successfully bridges theoretical concepts and practical applications. The instructional design is commendable, offering a clear progression from foundational knowledge to complex topics that prepare participants for real-world XR development tasks. The hands-on approach allows learners to experiment with different tools and platforms, making it ideal for those with a background in web or mobile development looking to transition into the 3D world. The inclusion of case studies adds depth and relevance, embodying real-world applications that enhance the learning experience. What sets this course apart is the strong focus on community learning. The honors track provides opportunities for learners not only to create projects but also to give and receive feedback, fostering a collaborative learning environment crucial for skill development in technical fields. #### Recommendation If you are keen to enhance your skills in XR development and are looking for a course that balances theory with hands-on practice, I strongly recommend "Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal". Whether you are a seasoned developer or someone new to the world of XR, this course will provide you with valuable insights and practical skills that can significantly enhance your career in this cutting-edge field. Take the plunge into the immersive world of XR and transform your ideas into engaging experiences!

Syllabus

XR Development Approaches

This first module will cover three main approaches to XR development: WebXR, Unity, and Unreal. Each approach requires different development tools, programming languages, and technical skills. They also differ in the fidelity and quality that can be achieved and in how many devices and users can be reached with each. In addition to getting a fundamental overview of XR development platforms and tools, a main goal this week is to make the jump from 2D to 3D: many of our learners will be familiar with web and mobile development, but 3D development is quite different. In the honors track, I will guide you through the creation of your first 3D scene using WebXR, Unity, or Unreal. I will also provide first steps instructions in each of them, allowing you to analyze and compare before choosing your approach and tools.

Developing VR Applications

This second module will focus on the development of VR applications. We will learn what it takes to create a virtual reality, about menus and navigation techniques in VR, as well as object selection and manipulation. I’ll share various examples that I have implemented using WebXR to illustrate the concepts. I will also cover approaches in Unity and Unreal. You will also see me give demos directly in VR to better understand how navigation and interactions work in VR. Many of the lessons are rooted in a VR design case study inspired by the Detroit Zoo, which my student Kara Dailey and I created specifically for this XR MOOC. In the honors track, I will guide you through the creation of your first VR scene using A-Frame, Unity, or Unreal. And, I will provide more hands-on lectures on how to create basic and immersive VR scenes with WebXR using A-Frame.

Developing AR Applications

This third module will focus on the development of AR applications. We will learn about marker-based and marker-less approaches to augmenting the environment, about the design and role of markers for prototyping and deployment, and about the differences to marker-less AR. Again, I’ll share various examples that I have implemented using WebXR to illustrate the concepts. I will also cover approaches in Unity and Unreal. We will also learn about the differences in design between hand-held and head-worn AR. Many of the lessons are rooted in an AR design case study bringing Kepler’s Laws of Planetary Motion, which my student Shwetha Rajaram and I created in an independent study project. In the honors track, I will guide you through the creation of your first AR scene using A-Frame, Unity, or Unreal. And, I will provide more hands-on lectures on how to create marker-based and marker-less AR scenes with WebXR using A-Frame.

Special Topics in XR

This fourth and final module will broaden the scope of this course by introducing you to advanced techniques and also research in XR. In terms of advanced techniques, we will learn about procedural generation, redirected walking, and custom controllers for VR. I will also cover 3D reconstruction, object recognition, and custom displays for AR. I will include examples from recent research. We will also go over important topics such as accessibility, collaboration, personalization of XR experiences. These topics are receiving increased attention in current research and will significantly shape the XR landscape in the next five to ten years. I will also give a lecture on XR research, where I’ll use one of our recent research projects and present the many iterations through which it went based on user and system performance evaluations. I will also talk about good and bad research questions, which mostly has to do with scoping and how far you want to push the envelope. Finally, I will share my Making of the XR MOOC through which I hope to share some of the techniques I’ve employed in giving, recording, and sharing demos with AR/VR technologies. In the honors track, we will conclude our projects with a peer review of 3D, VR, or AR scenes.

Overview

This third course in the XR for Everybody specialization is geared toward the technical development of XR experiences. The course provides learners with a more technical mental model of XR technologies and the tools to approach XR development with confidence. It walks through the stages of development for both VR and AR projects, introducing the main XR development platforms as well as the key methods and tools. This third course also helps learners infer advanced XR requirements from physical/d

Skills

Unity Unreal development Extended Reality (XR) WebXR

Reviews

Very hands on! Covers multiple hot topics within VR/AR.

Very good learning experience, highly recommended for anyone interested in XR.

Keep learning, don't stop. It is the highest among courses,

The entire course has been exceptionally put together for a wonderful learning experience. Highly recommended to ones looking to build a solid foundation in XR